Okay, so this game got its own thread. I will be hopefully be running an Expedition to Castle Ravenloft game converted to the PF system with a party of 4-6 players, I think I have 3 so far.
Useful information you probably already know/guessed: this module is undead heavy, though by no means will they be your only opponent. This game draws elements of horror, but it’s still a D&D/PF game. No effort is made to split the party, no fucking with divination spells or the like.
Side note for people coming over from 3.5 – In PF, undead are not immune to precision damage, and clerics deal damage to undead instead of turning them. There’s other changes but these are the most relevant.
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Character generation:Starting level: 6
For HP: Maximum at first level, then roll with the following -
d6 - reroll all 1s
d8 - reroll all 1s and 2s
d10 - reroll all 1s, 2s and 3s
d12 - reroll all 1s, 2s, 3s and 4s
Point buy: Standard fantasy (15)
Standard wealth.
Two Traits and one Drawback (So east character will have at least 1 drawback). You may take one additional drawback for a third trait.
Sources permitted: PF. I will consider on request third part, 3.5 stuff and homebrew.
This game will use Taint rules from Heroes of Horror, but unless you wish other you’re character will start taint free, so there’s plenty of time to worry about that later.
This game will use the Background Skills optional rules, which can be found here:
http://www.d20pfsrd.com/skills/background-skillsThe short version is you get 10 extra skill points that can only be used on the following skills (including 2 new ones):
Appraise
Artistry (int) - Creating something artistic not covered by craft or perform, such as writing a song or play or criticism of another's work.
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore (int, trained only) - A more specific knowledge. Possible categories include a specific monastery, a single, small settlement, the spice trade, tea or frost griant.
Perform
Profession
Sleight of Hand
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What starts it all off: You receive a letter from a rather unhelpful messenger who was paid to deliver it and not to care, which asked you to head to the town of Barovia. The module acknowledges this is a rather thread bare motivations and offers alternatives: breaking a smuggling ring that operates through Barovia (it’s also the name of the realm), finding a missing person, rumours of a powerful undead slaying artifact being hidden there or the Lighbringingers (an undead hunting organizations) requesting assistance.
You will need to know each other as a party and I’d like most of you to have adventured together before. One or two new arrivals is fine though.
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So, module specific stuff (or at least, the ones that are available to you from the get go):
Enduring LifeBenefit: Whenever you would gain a negative energy level, you can ignore the penalty and other associated ill effects for a number of minutes equal to your constitution modifier (minimum 1).
Furthermore, you gain +4 bonus on fortitude saves to remove negative energy levels.
Lasting LifePrerequisites: Endurance, Enduring Life
Benefit: Once per round as a standard action, you can attempt to remove each negative energy level from yourself with a will save (DC 10 + 1/2 attacker's HD + attacker's Cha mod). Roll separately for each negative energy level you have. If you fail to remove some or all of your negative energy levels, you may try again next round.
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Alchemical Flare Bolt - The function as silver crossbow bolts against any foe save for corporeal undead, against which the silver tip, blended with phosferus and garlic, deals an additional 1d6 points of fire damage.
Cost: 150gp for 10, Craft DC: 20
Alchemical Flare Stakes - These function as daggers that are consumed after one attack against any opponent save for corporeal undead, against which the weapon is left embedded, dealing 1d6 fire damage on the initial attack and subsequent rounds until it is pulled free, a standard action that provokes an AoO.
Cost: 150gp for 10, Craft DC: 20
Alchemical Sun Flash – Alchemist fire that in the moment of use also glows with the light of a true sun. Creatures with light sensitivity or blindness are dazzled for 1 round, and creatures with daylight powerlessness are staggered. Neither effect offers a save.
Cost: 50gp, Craft DC: 25
Alchemical Vampire Repellant –Garlic perfume applied as a standard action, this keeps vampires and their spawn at bay as if a holy symbol were presented for 10 rounds.
Cost: 125g, Craft DC: 25
Ghost Touch Oil – Give a medium (or smaller) sized weapon ghost touch for 1 minute. Apply as a full-round action that provokes an attack of opportunity. Larger than medium weapons require more than 1 dose.
Cost: 500g, Craft DC: 25
Ipecac – Induces vomiting, nauseating you for 1d4 rounds unless you can succeed on a DC: 11 fortitude save (which you can voluntary fail when taking it yourself). Using ipecac gives you a +5 bonus to fortitude saves against ingested poisons for 1 minute. One vial contains 10 doses.
Cost: 125g, Craft DC: 25
Lichbane – An injury poison that effects only undead, lichbane deals 1 point of Intelligence, Wisdom and Charisma damage/round, DC: 17 fortitude save, cure 2 saves. In addition, the first (and only) point of damage inflicted by a dose of lichbane becomes permanent drain instead. A single dose of lichbane can coast a weapon of medium size or smaller, larger weapons will require multiple doses.
Cost: 650g, Craft DC: 25
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Rulings so far:A spiked shield's damage type
Path of War is approved as a source, though I may tweek indevidual maneuvres (like Steel Furry Strike)